Villains T - V
Posted: Wed Apr 24, 2024 1:57 am
T
Taskmaster
F) Am50
A) Am50
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Ex20
Health: 150 Karma: 50
Resources: Ex Pop: -5
Known Powers:
Photographic Reflexes: Taskmaster can copy all moves and fighting or agility based talents from people he has observed for more than 2 rounds. He must make a Mn power FEAT to do so. In combat he can automatically block one attack by a studied character on a power FEAT, he can block 2 attack if he succeeds an In powers FEAT. In addition studied characters are at -2cs against him. If a character drastically changes his fighting style into an erratic, chaotic style (fight at -3cs with no talent bonus) then Taskmaster cannot use this power and is at -2cs.
Combat Sense: A successful Intuition FEAT allows him to change actions after the opponent has declared his.
Equipment:
Billy Club: In material, Ex Blunt
Shield: Am material, Rm damage, block 40 damage
Sword: In material, Rm Edge
Longbow and Arrows: identical to Hawkeye's arrows, maximum effect is In.
Pistol: all ammo available.
Grenades: all types
Helmet: Ex protection vs. Gas, Smoke and Sonic
Body Armor: Gd protection vs. Physical, Ty protection vs. Energy
Talents: Taskmaster has studied Captain America, Daredevil, El Aguila, Hawkeye, Iron Fist, Punisher, Spider-Man, Tigra, Deadpool and probably more, he possesses all their fighting and agility based skills. He has all martial arts, Wrestling, Tumbling, and Acrobatics, Grenades, Weapon Specialist: shield, bow, sword, billy club, pistol. Pilot, Criminology.
Contacts: Various contacts
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Thanos
F) Mn75
A) Rm30
S) Sh-X150
E) CL1000
R) Mn75
I) In40
P) Un100
Health: 1295 Karma: 215
Resources: Un Pop: -100
Known Powers:
Immortality: Cannot die by any fashion
Invulnerability: Sh-X protection vs. Physical and Energy, CL1000 Resistance to Fire, Cold, Electricity, Radiation, Toxins, Corrosives and Disease
Cosmic Energy Control: Sh-Z, Thanos can manipulate enormous quantities of cosmic energy. Thanos regularly uses the following Stunts:
-Energy Blasts: Sh-X Force or Energy
-Boost any or all Physical Abilities (FASE) to Sh-Z for 1-10 rounds.
-Raise Body Armor to Sh-Z for 1-10 rounds.
-Energy Absorption: Absorb any form of Energy with Sh-Z ability.
-Energy Detection: Detect any form of Energy with Un ability.
Psionic Attack: Mn
Life Support: Doesn't require food, water, sleep, or air to survive and has Cl1000 Life Support.
Teleportation: Un
Equipment:
None
Talents: Martial Arts B, Wrestling, Engineering, Chemistry, Biology, Genetics, Physics, Computers, Electronics, Death Lore, Occult Lore
Contacts: Skreet, Annihilation Wave
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The Tinkerer
Phineas Mason
F) Pr4
A) Pr4
S) Ty6
E) Gd10
R) In40
I) Ex20
P) Gd10
Health: 24 Karma: 70
Resources: Rm Pop: -10
Known Powers:
None
Equipment:
None
Limitations:
After an attack from the Punisher, the Tinkerer is bound to a wheelchair
Talents: Electronics, Engineering, Repair/Tinkering
Contacts: Mysterio, The Ani-Men, The Grim Reaper, Goldbug, Rocket Racer, Big Wheel, Jack-o-Lantern, Whirlwind, The Jester, Black Cat
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Titania
Mary "Skeeter" MacPherran
F) Am50
A) Gd10
S) Un100
E) Mn75
R) Gd10
I) Gd10
P) Gd10
Health: 235 Karma: 30
Resources: Ty Pop: -5
Known Powers:
Body Armor: Mn protection vs. Physical, Am protection vs. Energy
Resistances: Am resistance vs. Fire, Cold, Corrosives and Disease.
Equipment:
None
Talents: Crime
Contacts: Absorbing Man
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Titanium Man
"Andrew Stockwell"
F) Rm30/Gd10
A) Rm30/Ex20
S) Mn75/Gd10
E) Mn75/Rm30
R) Gd10
I) Ex20
P) Gd10
Health: 210/70 Karma: 40
Resources: Gd Pop: -30 (25 in Russia)
Known Powers:
None, all of Titanium Man's powers are derived from his Power Armor.
Equipment:
Power Armor: The Titanium Man Armor provides Titanium Man with the following powers:
-Body Armor: Am protection vs. Physical attacks. Mn protection vs. Energy, Heat, Cold and Radiation.
-Alter Ego: Normally he uses the second set of stats, when in his armor he uses the first set.
-Size: because of his large size, Titanium Man is hit at +1CS.
-Flight: Mn airspeed
-Self-Sustenance: Able to survive ocean depths and in the vacuum of space
-Air Supply: 1 hour
Weapons System: The Titanium Man armor is equipped with the following weapons systems:
-Gauntlet Blasters: Am Force, 10 areas
-Helmet Mounted Heat Beam: In Heat, 5 areas
-Radar Rings: coiled metal fired at a range of 5 areas. If hit grapple with Rm strength
-Shoulder Mounted 20mm Gatling Cannon: In Shooting, 10 areas
-Cloaking Device: Am invisibility, Can also be used as ECM against Radar.
Talents: Bureaucracy, Detective/Espionage
Contacts: None
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Toad
Mortimer Toynbee
F) Rm30
A) Am50
S) Gd10
E) In40
R) Ty6
I) Ty6
P) Gd10
Health: 130 Karma: 22
Resources: Gd Pop: -5
Known Powers:
Leaping: In, 5 area movement in one bound, may move another 5 if he gets a success End FEAT.
-Hopping (Multiple Attack): Used against a group of characters in the same area, His legs can deliver a blow causing Ex damage to the each target. This attack used the Charge column and hops from character to character. Maximum number of targets is 9. If he misses one, he can still continue to hop attack each potential target in the area.
-Hopping (Single Attack): Rm damage, this hop are so hard to gauge when he's leaping, his Agility can be used at the same time for dodging
Wall-Crawling: In
Tongue: Use as additional arm, an extra attack with Gd Fighting, able to perform the following power stunts:
-Am Entanglement
-Toxin: Ex toxin when Toad licks the skin of his target.
Slime: Rm Entanglement, 3 areas
Pheromonous Venom: Allows Toad to control minds with Ex ability
Equipment:
Body Armor: Ty protection vs. Physical and Energy
Talents: None
Contacts: Brotherhood of Evil Mutants
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Tombstone
Lonnie Lincoln
F) Rm30
A) Ex20
S) In40
E) Rm30
R) Ty6
I) Gd10
P) Rm30
Health: 100 Karma: 26
Resources: Gd Pop: -4
Known Powers:
Invulnerability: In resistance to Physical and Energy
Cold Generation: Fe Cold generates from Tombstone's skin, effecting anyone who touches him
Teeth: Gd Edge
Equipment:
None
Talents: Martial Arts B, E, Tumbling, Resist Domination
Contacts: Various Crime bosses, Kingpin
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Trevor Fitzroy
F) Gd10
A) Ty6
S) Ex20
E) Rm30
R) Ex20
I) Ty6
P) Rm30
Health: 66 Karma: 56
Resources: Rm Pop: 0
Known Powers:
Bionics: Trevor's arms and legs are bionic constructs of Rm material
Life Energy Drain: Am ability to drain the life-force of anyone he touches. He must make a power FEAT against a target's Psyche. If successful, he can drain up to 50 health, if a target's health drops below 0, the body disintegrates.
Time Portals: Mn ability to open gateways in time, he must drain life force for the portals to open, for every person drained 1 person can pass though. The portals are one way, trying to pass through the wrong way results in the traveler having his body terribly misshapen.
Equipment:
Battle Armor: Mn protection vs. Physical, Mental and Energy, gives Fitzroy the following abilities:
-Increase strength to Mn and Fighting to Ex (health 121)
-Invisibility: Mn
Talents: Business/Finance
Contacts: Hellfire Club, Selene
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Tri-Sentinel
F) Sh-X150
A) Mn75
S) Sh-Y200
E) Sh-Z500
R) Ex20
I) Ex20
P) Ex20
Health: 925 Karma: 60
Resources: N/A Pop: N/A
Known Powers:
Robotic Construction: The Tri-Sentinel is a robot, and as such has a number of special abilities:
-Immunity to Poison, Disease and Gas
-Invulnerability to Mental Attacks, such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Self-Sustenance: Tri-Sentinel does not need to breathe, and as such is unharmed by the effects of outer space. Immersion in water may inflict Rm damage (End FEAT to avoid).
-When fully assembled, the Tri-Sentinel is 50' tall, and as such those attacking the Tri-Sentinel have a + 3CS chance of hitting.
-Body Armor: The Tri-Sentinel is made of Rm strength material. This has been enchanted to provide Mn protection vs. Physical and Energy attacks.
Weapons Systems: The Tri-Sentinel packs the following abilities:
-Multiple Attacks: The six-armed Sentinel can make up to 3 attacks per round, or grapple up to six separate man-sized targets. If grappling, a target of similar size, the Tri-Sentinel is +3 on its attacks.
-Energy Bolts: Un Energy or Force, 20 area range, may make 6 different attacks and can be unleashed at once.
-Catch-Web Cables: Mn entanglement, 1 area range.
-Gas Jets: In intensity knock-out or poison gas, 3 area range.
-Cold Beams: Am intensity cold, mounted in the eyes, 2 area range.
Defense Systems: The Tri-Sentinel's defense systems include:
-Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with Sh-Z ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS.
-Energy Shield: Un protection vs. all Energy attacks. Only one can be created at a time.
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels which carried over into the Tri-Sentinel. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves. For the original Sentinels, this will be effective, but the Tri-Sentinel is only immobilized for 1-10 rounds until it overrides the logic.
Equipment:
None
Talents: None
Contacts: None
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Typhoid Mary
F) In40
A) In40
S) Gd10
E) Rm30
R) Ty6
I) Gd10
P) Pr4
Health: 120 Karma: 20
Resources: Gd Pop: 0
Known Powers:
Telekinesis: Ty rank, 1 area range. She can only manipulate 1 object but with very fine precision.
Pyrokinesis: Pr
Mind Control: Gd, very simple commands ('Look at me" or "Drop your gun"). She can also make a man fall in love with her when she succeeds in a power FEAT against the targets Psyche -1CS.
Equipment:
Machetes (x2): In material, Ex Edge
Talents: Weapon Specialist (Machetes), Martial Arts C, D, Tumbling
Contacts: Deadpool
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U
Ulik
F) Mn75
A) Gd10
S) Un100
E) Un100
R) Gd10
I) Ex20
P) Ex20
Health: 285 Karma: 50
Resources: In Pop: 20
Known Powers:
Body Resistance: Mn protection
Equipment:
Pounders: Asgardian Brass Knuckles do +1CS damage.
Talents: Leadership, Weapons Master (Pounders)
Contacts: Rock Trolls
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Ultron-5
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) In40
I) Gd10
P) Pr4
Health: 120 Karma: 54
Resources: Rm Pop: 0
Known Powers:
Robotic Construct: Ultron is a robot whose very body gives him the following power stunts:
-Body Armor: Am protection vs. Physical and Energy
-Resistance: In resistance to Heat, Cold, Radiation, and Corrosives.
-Immune to Disease and Toxins
-Self-Sustenance: Doesn't need to eat, sleep or breathe, can survive in the vacuum of space
-Mind Control: Ex, this is a power shared by many Ultrons
Equipment:
None
Limitations:
Electrodes: A pair of electrodes on each side of Ultron-5's skull were its vulnerable spots. Any Bullseye combat result that strikes these electrodes will short out the robot's brain.
Talents: Engineering, Repair/Tinkering
Contacts: Masters of Evil, Mad Thinker
*****
Ultron
F) Ex20
A) Rm30
S) Am50
E) Un100
R) In40
I) Gd10
P) Pr4
Health: 200 Karma: 54
Resources: Rm Pop: 0
Known Powers:
Robotic Construct: Ultron is a robot whose very body gives him the following power stunts:
Body Armor: CL1000 Adamantium Armor, Invulnerability to Physical and Energy, Sh-X protection from Bullseye missile or Wrestling attacks
-Resistance: In resistance to Heat, Cold, Radiation, and Corrosives.
-Immune to Disease and Toxins
-Self-Sustenance: Doesn't need to eat, sleep or breathe, can survive in the vacuum of space
Weapons Systems: Ultron possesses a number of weapons systems developed over the years, including:
-Concussion Blasters: Mn Force, 4 areas
-Tractor Beams: Rm Strength, 10 areas away Induction installed within armor that allows Ultron to absorb external energy with Un ability. An unlimited amount of energy may be stored, and upon absorbing it Ultron regains that amount of Health and is +1CS on all FEATs for 1-10 rounds following the absorption.
-Encephalo Beam: In Mind Control, Ultron uses this ability to put antagonists to sleep, and to control minds to help him rebuild his body.
Talents: Engineering, Repair/Tinkering
Contacts: None
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US Agent
John Walker
Fighting Incredible
Agility Incfredible
Strength Incredible
Endurance Incredible
Reason Good
Intuition Incredible
Psyche Remarkable
Health 150
Karma 80
Resources Typical
Popularity 50
US Agent
Powers
None
Equipment
Shield: USAgent's Shield is made of Unearthly material. He can use it to block up to 90 damage from an attack, but he is still subject to stuns and slams. He can also throw it up to 3 areas for Remarkable damage and he can attack up to 3 people with a successfull Agility FEAT or 5 with a yellow FEAT. By bouncing it of a number of hard surfaces he can make the shield return to him the next round.
Body Armor: US Agent wears a body suit that provides Good protection vs. edged and shooting attacks. Typical vs. blunt damage.
Motorcycle:
Control Speed Body Protection
Good Remarkable Typical None
Van: The Van contains first aid kits and a computer terminal.
Control Speed Body Protection
Good Excellent Remarkable Excellent
Talents
Weapon Specialist: Shield, All Martial Arts, Leadership, Military, Acrobatics, Tumbling
Contacts
Avengers, Jury
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V
Venom
Eddie Brock
F) In40/Gd10
A) In40/Gd10
S) Am50/Ex20
E) In40/Ex20
R) Gd10
I) Rm30
P) Ty6
Health: 170/60 Karma: 46
Resources: Ty Pop: -15
Known Powers:
All of Venom's powers are derived from his Alien Symbiote.
Equipment:
Symbiote: Eddie is bonded with the symbiote. Eddie and the symbiote must be attacked separately. When you try to attack them, your -6cs to attack. It has Rm resistance against attacks & has 30 health. The Symbiote can regenerate 6 points of health a round. When the symbiote fall to 0 health it is knocked unconscious for 1-10 rounds. The Symbiote provides Brock with the following abilities:
-Alter Ego: Eddie's stats change as shown above.
-Webbing: Am, it can stick to In strength material. When it is disconnected for the symbiote, it dissolves in 5-50 minutes. It can be used to entangle or transportation(3 areas/round)
-Wall-Crawling: Am
-Teeth: Ex Edge
-Spider-Sense Immunity: Spider-Man is -2cs for dodging and evading against Venom
-Skin Armor: Ty protection vs. Blunt
-Camouflage: +2cs for Blindsiding
Limitations:
Weak against Sonics: The Symbiote is -3CS vs. Sonics attacks fire +1CS
Weak against Fire: The Symbiote is -1CS vs. Fire attacks
Talents: Journalism
Contacts: None
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Vertigo
F) Ty6
A) Ty6
S) Ty6
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 48 Karma: 40
Resources: Ty Pop: 2
Known Powers:
Biophysical Control (Disruption): Mn ability to induce severe nausea in a victim. She can affect everyone she chooses within a 20-foot cone extending from her face. Failure to make an Endurance FEAT means the person loses consciousness for 1-10 hours.
Equipment:
None
Talents: Sorcery
Contacts: Salem's Seven
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The Vulture
Adrian Toomes
F) Ex20/Ty6
A) Am50/Ty6
S) In40/Ty6
E) In40/Ty6
R) Gd10
I) Ex20
P) Ty6
Health: 150/24 Karma: 36
Resources: Ty Pop: -10
Known Powers:
None, all of the Vulture's powers are derived from his harness
Equipment:
Electromagnetic Harness: Am material, has the following power stunts:
-Flight: Sh-X airspeed
-Razor Wing: In Edge, may block up to 20 damage
-Alter Ego: Stats change as shown above
Talents: Engineering, Repair/Tinkering, Crime, Aerial Combat (+2cs)
Contacts: Sinister Six, Electro
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Taskmaster
F) Am50
A) Am50
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Ex20
Health: 150 Karma: 50
Resources: Ex Pop: -5
Known Powers:
Photographic Reflexes: Taskmaster can copy all moves and fighting or agility based talents from people he has observed for more than 2 rounds. He must make a Mn power FEAT to do so. In combat he can automatically block one attack by a studied character on a power FEAT, he can block 2 attack if he succeeds an In powers FEAT. In addition studied characters are at -2cs against him. If a character drastically changes his fighting style into an erratic, chaotic style (fight at -3cs with no talent bonus) then Taskmaster cannot use this power and is at -2cs.
Combat Sense: A successful Intuition FEAT allows him to change actions after the opponent has declared his.
Equipment:
Billy Club: In material, Ex Blunt
Shield: Am material, Rm damage, block 40 damage
Sword: In material, Rm Edge
Longbow and Arrows: identical to Hawkeye's arrows, maximum effect is In.
Pistol: all ammo available.
Grenades: all types
Helmet: Ex protection vs. Gas, Smoke and Sonic
Body Armor: Gd protection vs. Physical, Ty protection vs. Energy
Talents: Taskmaster has studied Captain America, Daredevil, El Aguila, Hawkeye, Iron Fist, Punisher, Spider-Man, Tigra, Deadpool and probably more, he possesses all their fighting and agility based skills. He has all martial arts, Wrestling, Tumbling, and Acrobatics, Grenades, Weapon Specialist: shield, bow, sword, billy club, pistol. Pilot, Criminology.
Contacts: Various contacts
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Thanos
F) Mn75
A) Rm30
S) Sh-X150
E) CL1000
R) Mn75
I) In40
P) Un100
Health: 1295 Karma: 215
Resources: Un Pop: -100
Known Powers:
Immortality: Cannot die by any fashion
Invulnerability: Sh-X protection vs. Physical and Energy, CL1000 Resistance to Fire, Cold, Electricity, Radiation, Toxins, Corrosives and Disease
Cosmic Energy Control: Sh-Z, Thanos can manipulate enormous quantities of cosmic energy. Thanos regularly uses the following Stunts:
-Energy Blasts: Sh-X Force or Energy
-Boost any or all Physical Abilities (FASE) to Sh-Z for 1-10 rounds.
-Raise Body Armor to Sh-Z for 1-10 rounds.
-Energy Absorption: Absorb any form of Energy with Sh-Z ability.
-Energy Detection: Detect any form of Energy with Un ability.
Psionic Attack: Mn
Life Support: Doesn't require food, water, sleep, or air to survive and has Cl1000 Life Support.
Teleportation: Un
Equipment:
None
Talents: Martial Arts B, Wrestling, Engineering, Chemistry, Biology, Genetics, Physics, Computers, Electronics, Death Lore, Occult Lore
Contacts: Skreet, Annihilation Wave
___________________________________________________________________________________
The Tinkerer
Phineas Mason
F) Pr4
A) Pr4
S) Ty6
E) Gd10
R) In40
I) Ex20
P) Gd10
Health: 24 Karma: 70
Resources: Rm Pop: -10
Known Powers:
None
Equipment:
None
Limitations:
After an attack from the Punisher, the Tinkerer is bound to a wheelchair
Talents: Electronics, Engineering, Repair/Tinkering
Contacts: Mysterio, The Ani-Men, The Grim Reaper, Goldbug, Rocket Racer, Big Wheel, Jack-o-Lantern, Whirlwind, The Jester, Black Cat
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Titania
Mary "Skeeter" MacPherran
F) Am50
A) Gd10
S) Un100
E) Mn75
R) Gd10
I) Gd10
P) Gd10
Health: 235 Karma: 30
Resources: Ty Pop: -5
Known Powers:
Body Armor: Mn protection vs. Physical, Am protection vs. Energy
Resistances: Am resistance vs. Fire, Cold, Corrosives and Disease.
Equipment:
None
Talents: Crime
Contacts: Absorbing Man
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Titanium Man
"Andrew Stockwell"
F) Rm30/Gd10
A) Rm30/Ex20
S) Mn75/Gd10
E) Mn75/Rm30
R) Gd10
I) Ex20
P) Gd10
Health: 210/70 Karma: 40
Resources: Gd Pop: -30 (25 in Russia)
Known Powers:
None, all of Titanium Man's powers are derived from his Power Armor.
Equipment:
Power Armor: The Titanium Man Armor provides Titanium Man with the following powers:
-Body Armor: Am protection vs. Physical attacks. Mn protection vs. Energy, Heat, Cold and Radiation.
-Alter Ego: Normally he uses the second set of stats, when in his armor he uses the first set.
-Size: because of his large size, Titanium Man is hit at +1CS.
-Flight: Mn airspeed
-Self-Sustenance: Able to survive ocean depths and in the vacuum of space
-Air Supply: 1 hour
Weapons System: The Titanium Man armor is equipped with the following weapons systems:
-Gauntlet Blasters: Am Force, 10 areas
-Helmet Mounted Heat Beam: In Heat, 5 areas
-Radar Rings: coiled metal fired at a range of 5 areas. If hit grapple with Rm strength
-Shoulder Mounted 20mm Gatling Cannon: In Shooting, 10 areas
-Cloaking Device: Am invisibility, Can also be used as ECM against Radar.
Talents: Bureaucracy, Detective/Espionage
Contacts: None
___________________________________________________________________________________
Toad
Mortimer Toynbee
F) Rm30
A) Am50
S) Gd10
E) In40
R) Ty6
I) Ty6
P) Gd10
Health: 130 Karma: 22
Resources: Gd Pop: -5
Known Powers:
Leaping: In, 5 area movement in one bound, may move another 5 if he gets a success End FEAT.
-Hopping (Multiple Attack): Used against a group of characters in the same area, His legs can deliver a blow causing Ex damage to the each target. This attack used the Charge column and hops from character to character. Maximum number of targets is 9. If he misses one, he can still continue to hop attack each potential target in the area.
-Hopping (Single Attack): Rm damage, this hop are so hard to gauge when he's leaping, his Agility can be used at the same time for dodging
Wall-Crawling: In
Tongue: Use as additional arm, an extra attack with Gd Fighting, able to perform the following power stunts:
-Am Entanglement
-Toxin: Ex toxin when Toad licks the skin of his target.
Slime: Rm Entanglement, 3 areas
Pheromonous Venom: Allows Toad to control minds with Ex ability
Equipment:
Body Armor: Ty protection vs. Physical and Energy
Talents: None
Contacts: Brotherhood of Evil Mutants
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Tombstone
Lonnie Lincoln
F) Rm30
A) Ex20
S) In40
E) Rm30
R) Ty6
I) Gd10
P) Rm30
Health: 100 Karma: 26
Resources: Gd Pop: -4
Known Powers:
Invulnerability: In resistance to Physical and Energy
Cold Generation: Fe Cold generates from Tombstone's skin, effecting anyone who touches him
Teeth: Gd Edge
Equipment:
None
Talents: Martial Arts B, E, Tumbling, Resist Domination
Contacts: Various Crime bosses, Kingpin
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Trevor Fitzroy
F) Gd10
A) Ty6
S) Ex20
E) Rm30
R) Ex20
I) Ty6
P) Rm30
Health: 66 Karma: 56
Resources: Rm Pop: 0
Known Powers:
Bionics: Trevor's arms and legs are bionic constructs of Rm material
Life Energy Drain: Am ability to drain the life-force of anyone he touches. He must make a power FEAT against a target's Psyche. If successful, he can drain up to 50 health, if a target's health drops below 0, the body disintegrates.
Time Portals: Mn ability to open gateways in time, he must drain life force for the portals to open, for every person drained 1 person can pass though. The portals are one way, trying to pass through the wrong way results in the traveler having his body terribly misshapen.
Equipment:
Battle Armor: Mn protection vs. Physical, Mental and Energy, gives Fitzroy the following abilities:
-Increase strength to Mn and Fighting to Ex (health 121)
-Invisibility: Mn
Talents: Business/Finance
Contacts: Hellfire Club, Selene
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Tri-Sentinel
F) Sh-X150
A) Mn75
S) Sh-Y200
E) Sh-Z500
R) Ex20
I) Ex20
P) Ex20
Health: 925 Karma: 60
Resources: N/A Pop: N/A
Known Powers:
Robotic Construction: The Tri-Sentinel is a robot, and as such has a number of special abilities:
-Immunity to Poison, Disease and Gas
-Invulnerability to Mental Attacks, such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Self-Sustenance: Tri-Sentinel does not need to breathe, and as such is unharmed by the effects of outer space. Immersion in water may inflict Rm damage (End FEAT to avoid).
-When fully assembled, the Tri-Sentinel is 50' tall, and as such those attacking the Tri-Sentinel have a + 3CS chance of hitting.
-Body Armor: The Tri-Sentinel is made of Rm strength material. This has been enchanted to provide Mn protection vs. Physical and Energy attacks.
Weapons Systems: The Tri-Sentinel packs the following abilities:
-Multiple Attacks: The six-armed Sentinel can make up to 3 attacks per round, or grapple up to six separate man-sized targets. If grappling, a target of similar size, the Tri-Sentinel is +3 on its attacks.
-Energy Bolts: Un Energy or Force, 20 area range, may make 6 different attacks and can be unleashed at once.
-Catch-Web Cables: Mn entanglement, 1 area range.
-Gas Jets: In intensity knock-out or poison gas, 3 area range.
-Cold Beams: Am intensity cold, mounted in the eyes, 2 area range.
Defense Systems: The Tri-Sentinel's defense systems include:
-Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with Sh-Z ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS.
-Energy Shield: Un protection vs. all Energy attacks. Only one can be created at a time.
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels which carried over into the Tri-Sentinel. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves. For the original Sentinels, this will be effective, but the Tri-Sentinel is only immobilized for 1-10 rounds until it overrides the logic.
Equipment:
None
Talents: None
Contacts: None
___________________________________________________________________________________
Typhoid Mary
F) In40
A) In40
S) Gd10
E) Rm30
R) Ty6
I) Gd10
P) Pr4
Health: 120 Karma: 20
Resources: Gd Pop: 0
Known Powers:
Telekinesis: Ty rank, 1 area range. She can only manipulate 1 object but with very fine precision.
Pyrokinesis: Pr
Mind Control: Gd, very simple commands ('Look at me" or "Drop your gun"). She can also make a man fall in love with her when she succeeds in a power FEAT against the targets Psyche -1CS.
Equipment:
Machetes (x2): In material, Ex Edge
Talents: Weapon Specialist (Machetes), Martial Arts C, D, Tumbling
Contacts: Deadpool
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U
Ulik
F) Mn75
A) Gd10
S) Un100
E) Un100
R) Gd10
I) Ex20
P) Ex20
Health: 285 Karma: 50
Resources: In Pop: 20
Known Powers:
Body Resistance: Mn protection
Equipment:
Pounders: Asgardian Brass Knuckles do +1CS damage.
Talents: Leadership, Weapons Master (Pounders)
Contacts: Rock Trolls
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Ultron-5
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) In40
I) Gd10
P) Pr4
Health: 120 Karma: 54
Resources: Rm Pop: 0
Known Powers:
Robotic Construct: Ultron is a robot whose very body gives him the following power stunts:
-Body Armor: Am protection vs. Physical and Energy
-Resistance: In resistance to Heat, Cold, Radiation, and Corrosives.
-Immune to Disease and Toxins
-Self-Sustenance: Doesn't need to eat, sleep or breathe, can survive in the vacuum of space
-Mind Control: Ex, this is a power shared by many Ultrons
Equipment:
None
Limitations:
Electrodes: A pair of electrodes on each side of Ultron-5's skull were its vulnerable spots. Any Bullseye combat result that strikes these electrodes will short out the robot's brain.
Talents: Engineering, Repair/Tinkering
Contacts: Masters of Evil, Mad Thinker
*****
Ultron
F) Ex20
A) Rm30
S) Am50
E) Un100
R) In40
I) Gd10
P) Pr4
Health: 200 Karma: 54
Resources: Rm Pop: 0
Known Powers:
Robotic Construct: Ultron is a robot whose very body gives him the following power stunts:
Body Armor: CL1000 Adamantium Armor, Invulnerability to Physical and Energy, Sh-X protection from Bullseye missile or Wrestling attacks
-Resistance: In resistance to Heat, Cold, Radiation, and Corrosives.
-Immune to Disease and Toxins
-Self-Sustenance: Doesn't need to eat, sleep or breathe, can survive in the vacuum of space
Weapons Systems: Ultron possesses a number of weapons systems developed over the years, including:
-Concussion Blasters: Mn Force, 4 areas
-Tractor Beams: Rm Strength, 10 areas away Induction installed within armor that allows Ultron to absorb external energy with Un ability. An unlimited amount of energy may be stored, and upon absorbing it Ultron regains that amount of Health and is +1CS on all FEATs for 1-10 rounds following the absorption.
-Encephalo Beam: In Mind Control, Ultron uses this ability to put antagonists to sleep, and to control minds to help him rebuild his body.
Talents: Engineering, Repair/Tinkering
Contacts: None
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US Agent
John Walker
Fighting Incredible
Agility Incfredible
Strength Incredible
Endurance Incredible
Reason Good
Intuition Incredible
Psyche Remarkable
Health 150
Karma 80
Resources Typical
Popularity 50
US Agent
Powers
None
Equipment
Shield: USAgent's Shield is made of Unearthly material. He can use it to block up to 90 damage from an attack, but he is still subject to stuns and slams. He can also throw it up to 3 areas for Remarkable damage and he can attack up to 3 people with a successfull Agility FEAT or 5 with a yellow FEAT. By bouncing it of a number of hard surfaces he can make the shield return to him the next round.
Body Armor: US Agent wears a body suit that provides Good protection vs. edged and shooting attacks. Typical vs. blunt damage.
Motorcycle:
Control Speed Body Protection
Good Remarkable Typical None
Van: The Van contains first aid kits and a computer terminal.
Control Speed Body Protection
Good Excellent Remarkable Excellent
Talents
Weapon Specialist: Shield, All Martial Arts, Leadership, Military, Acrobatics, Tumbling
Contacts
Avengers, Jury
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V
Venom
Eddie Brock
F) In40/Gd10
A) In40/Gd10
S) Am50/Ex20
E) In40/Ex20
R) Gd10
I) Rm30
P) Ty6
Health: 170/60 Karma: 46
Resources: Ty Pop: -15
Known Powers:
All of Venom's powers are derived from his Alien Symbiote.
Equipment:
Symbiote: Eddie is bonded with the symbiote. Eddie and the symbiote must be attacked separately. When you try to attack them, your -6cs to attack. It has Rm resistance against attacks & has 30 health. The Symbiote can regenerate 6 points of health a round. When the symbiote fall to 0 health it is knocked unconscious for 1-10 rounds. The Symbiote provides Brock with the following abilities:
-Alter Ego: Eddie's stats change as shown above.
-Webbing: Am, it can stick to In strength material. When it is disconnected for the symbiote, it dissolves in 5-50 minutes. It can be used to entangle or transportation(3 areas/round)
-Wall-Crawling: Am
-Teeth: Ex Edge
-Spider-Sense Immunity: Spider-Man is -2cs for dodging and evading against Venom
-Skin Armor: Ty protection vs. Blunt
-Camouflage: +2cs for Blindsiding
Limitations:
Weak against Sonics: The Symbiote is -3CS vs. Sonics attacks fire +1CS
Weak against Fire: The Symbiote is -1CS vs. Fire attacks
Talents: Journalism
Contacts: None
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Vertigo
F) Ty6
A) Ty6
S) Ty6
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 48 Karma: 40
Resources: Ty Pop: 2
Known Powers:
Biophysical Control (Disruption): Mn ability to induce severe nausea in a victim. She can affect everyone she chooses within a 20-foot cone extending from her face. Failure to make an Endurance FEAT means the person loses consciousness for 1-10 hours.
Equipment:
None
Talents: Sorcery
Contacts: Salem's Seven
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The Vulture
Adrian Toomes
F) Ex20/Ty6
A) Am50/Ty6
S) In40/Ty6
E) In40/Ty6
R) Gd10
I) Ex20
P) Ty6
Health: 150/24 Karma: 36
Resources: Ty Pop: -10
Known Powers:
None, all of the Vulture's powers are derived from his harness
Equipment:
Electromagnetic Harness: Am material, has the following power stunts:
-Flight: Sh-X airspeed
-Razor Wing: In Edge, may block up to 20 damage
-Alter Ego: Stats change as shown above
Talents: Engineering, Repair/Tinkering, Crime, Aerial Combat (+2cs)
Contacts: Sinister Six, Electro
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